WarioWare

WarioWare
Logo since 2004
GenresAction
Party
Puzzle
Rhythm
Sports
Developers
PublisherNintendo
ArtistKo Takeuchi
Composers
  • Ryoji Yoshitomi
  • Kyoko Miyamoto
Platforms
First releaseWarioWare, Inc.: Mega Microgames!
March 21, 2003
Latest releaseWarioWare: Move It!
November 3, 2023
Parent seriesWario

WarioWare (also known as WarioWare, Inc.), known in Japan as Made in Wario (Japanese: メイド イン ワリオ, Hepburn: Meido in Wario), is a series of games featuring the Nintendo character Wario. The series was established in 2003 with the release of Mega Microgames! for the Game Boy Advance. While the first two games were developed by Nintendo R&D1, subsequent games have been co-developed by Intelligent Systems.

The distinctive feature of all WarioWare games is that they are collections of short, simple "microgames" presented in quick succession. The player is given four lives at the beginning of these microgames. Each of these microgames lasts about three to five seconds and must be completed, or else a life will be lost. For example, there is a microgame where the player must zap a spaceship; in another, Wario must collect coins in a Pac-Man-like maze. The numerous microgames are linked together randomly and steadily increase in speed and difficulty as the player progresses. On each level, losing four games results in a game over. After a certain amount of microgames have been played, the player faces a stage-specific boss microgame; the player must complete these to regain a lost life (with a maximum of four lives at any given time). Boss microgames are considerably longer and more complex than other microgames. For example, a boss microgame in Mega Microgames! instructs the player to hit a nail with a hammer multiple times in a row.

Development

The idea of microgames or minigames was popularized generally during the Nintendo 64's fifth generation of video game consoles and some early minigames appear in the Nintendo 64DD's Mario Artist: Talent Studio in the style that would give rise to the WarioWare series. Certain minigames originated in Mario Artist: Polygon Studio, as explained by Goro Abe of Nintendo R&D1's so-called Wario Ware All-Star Team: "In Polygon Studio you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for Wario Ware came from." Teammate Yoshio Sakamoto continued, "To add on that, we got the idea of using Wario and the other characters because we couldn't think of anyone else who would be best for the role. Wario is always doing stupid things and is really idiotic, so we thought him and the rest of the characters would be best for the game.": p.2 

Games

List of WarioWare games
Game Details

Original release dates:
  • JP: March 21, 2003
  • EU: May 23, 2003
  • NA: May 26, 2003
  • AU: June 6, 2003
Release years by system:
2003 – Game Boy Advance
Notes:
  • Mega Microgame$! is the first game in the WarioWare series.

Original release dates:
  • JP: October 17, 2003
  • NA: April 5, 2004
  • PAL: September 3, 2004
Release years by system:
2003 – GameCube
Notes:
  • Mega Party Game$! is an expanded multiplayer version of WarioWare, Inc.: Mega Microgame$!.

Original release dates:
  • JP: October 14, 2004
  • AU: May 19, 2005
  • NA: May 23, 2005
Release years by system:
2004 – Game Boy Advance

Original release dates:
  • JP: December 2, 2004
  • NA: February 14, 2005
  • AU: February 26, 2005
  • EU: March 11, 2005
Release years by system:
2004 – Nintendo DS

Original release dates:
  • JP: December 2, 2006
  • EU: January 12, 2007
  • NA: January 15, 2007
  • AU: January 25, 2007
Release years by system:
2006 – Wii

Original release dates:
  • JP: December 24, 2008
  • AU: April 2, 2009
  • EU: April 3, 2009
  • NA: April 5, 2009
  • CHN: March 11, 2010
Release years by system:
2008 – Nintendo DSi
Notes:

Original release dates:
  • JP/ROC: April 29, 2009
  • NA: March 28, 2010
  • EU: April 30, 2010
  • AU: May 20, 2010
Release years by system:
2009 – Nintendo DS

Original release dates:
  • JP: April 29, 2009
  • NA: March 29, 2010
  • EU: April 30, 2010
  • AU: May 20, 2010
Release years by system:
2009 – Wii
Notes:
  • D.I.Y. Showcase was released via WiiWare.

Original release dates:
  • JP: March 28, 2013
  • NA: June 23, 2013
  • EU: June 28, 2013
Release years by system:
2013 – Wii U
Notes:
  • Game & Wario is a spin-off from the WarioWare series.

Original release dates:
  • EU: July 27, 2018
  • AU: July 28, 2018
  • JP: August 2, 2018
  • NA: August 3, 2018
Release years by system:
2018 – Nintendo 3DS

Original release date:
  • WW: September 10, 2021
Release years by system:
2021 – Nintendo Switch

Original release date:
  • WW: November 3, 2023
Release years by system:
2023 – Nintendo Switch

Gameplay

Release timeline
Main series games in bold
2003WarioWare, Inc.: Mega Microgames!
WarioWare, Inc.: Mega Party Games!
2004WarioWare: Twisted!
WarioWare: Touched!
2005
2006WarioWare: Smooth Moves
2007
2008WarioWare: Snapped!
2009WarioWare D.I.Y.
WarioWare D.I.Y. Showcase
2010–2012
2013Game & Wario
2014–2017
2018WarioWare Gold
2019–2020
2021WarioWare: Get It Together!
2022
2023WarioWare: Move It!

Gameplay in the series revolves around Microgames, simple video games created by the fictional company WarioWare, Inc. Nintendo's line of WarioWare games each feature these microgames, which are generally less than five seconds long. Microgames are even simpler and shorter than the minigames found in other games such as the Mario Party series. Gameplay in all WarioWare games is distinct from most other games, as they involve the player or players trying to beat the microgames as soon as possible. Most games present instructions in the form of a verb and quickly drop the player into the situation where they must perform said verb. The extremely stripped-down gameplay has intrigued some game researchers, who have used WarioWare both as a case study in understanding the relationship between rules and play in videogames, and as a target domain for investigating automated game design.

All microgames are strung together in a random order within different "stages", each hosted by a different character. First, the player is presented with a quick one or two word instruction such as "Eat!" or "Rub!" Then, the microgame will appear and the player will have to complete the game according to the instruction.[citation needed]

Microgames usually have only one task to complete. For example, in one microgame the player is told to "Enter!" and is presented with a scene from The Legend of Zelda. The player must use the directional buttons to move Link to a cave entrance before the time runs out. In another microgame, the player is told to "Avoid!" and must drive a car, avoiding oncoming traffic. Most microgames have a sound effect that signifies when the task is completed. The games by themselves are so brief so as to potentially demand the sharp reflexes of a quick-time event.[citation needed]

Boss microgames always occur at a set point in a stage. They are usually more challenging than regular microgames, have no time limit (as described below), and give lives back upon completion. If a stage is played for the first time, it is completed after the boss microgame. The sound effect will usually play after the task is fulfilled, and then the score screen will return. On repeated plays, if the player has less than four lives, one will be restored.[citation needed]

The unit of time for all microgames is beats. In Mega Microgames! and Twisted!, a standard microgame is 8 beats, double-length microgames (usually IQ-genre games) last 16 beats; Fronk's microgames in Twisted! and Gold only last 4 beats. In most games, the beats per minute (BPM) will start out relatively slow and will increase as the player completes microgames.[citation needed]

In WarioWare: Touched!, the 8-beat standard has been dropped for all microgames, so many last longer than 8 beats. This may be a way to make the game easier for those unaccustomed to the Nintendo DS's touch-screen interface. To retain pace, the microgames will automatically end if cleared before a four-beat measure is met.[citation needed]

To show the time left to complete a microgame, a small "bomb" appears at the bottom of the screen. The fuse and a countdown timer show the amount of time left to complete the microgame. When time runs out, the bomb explodes and in most cases, the player loses a life. The fuse burns faster when the BPM increases.[citation needed]

Some microgames are intrinsically harder than others, and an increased BPM (increased speed) will make any microgame more difficult to complete than the same microgame at a slower BPM. This is usually reflected in the microgames' "clear scores"—the score one must reach while playing a microgame in the practice modes to obtain credit for "clearing" it.[citation needed]

Each microgame features three difficulty levels. Most modes start at the easiest level, and progress to the next upon a "Level Up" (usually achieved after passing a boss microgame). Once the maximum level is reached, sequential "Level Up"s will typically be replaced by "Speed Up"s (an increase in BPM).[citation needed]

Using the above The Legend of Zelda microgame as an example, the first version of this microgame usually places Link very close to the cave entrance that he must enter. The second version places the entrance further away and places an enemy that blocks Link, and the last version places the entrance yet further, and has a second enemy that shoots at Link from a lake.[original research?]

Characters

There are two major types of character in the WarioWare series. The first are the WarioWare, Inc. developers, who both create and host the microgames. Each one has a unique theme or twist, depending on the game. For instance, Jimmy T.'s microgames in WarioWare: Twisted! are focused around large spins, while in WarioWare: Touched! his microgames involve rubbing objects with the stylus. The second group of characters often show up within the introduction cutscenes—the most notable being Fronk, who hosts "Pop-Up" microgames in WarioWare: Twisted! and WarioWare Gold and pops up in the most unlikely of places.

Major characters

Minor characters

Reception and legacy

The Guardian likened the series’ format of quick, stripped-down challenges to the “interactive equivalent” of a punk song, emphasizing its speed and compulsive appeal. Commentary has also highlighted WarioWare’s reputation for formal experimentation with game structure and inputs. Writing about the series’ origins, The Guardian described the first WarioWare as an exercise in “gaming deconstruction” built around rapid instructions and five-second micro-games, and characterized later entries as iterating on the idea through different control schemes.

Industry press has similarly summarised WarioWare in terms of how well individual control concepts were executed rather than changing the core format. In that context, Game Developer described the rapid-fire sequencing of microgames as a test of reflexes and concentration and noted that early entries were received warmly for their “unique and well-implemented” play mechanics.

Academic discussion has also used WarioWare as a case study in how games communicate rules and conventions at extremely small scales. In Game Studies, Chaim Gingold argued that WarioWare functions as a “game about games” that foregrounds and distorts familiar design idioms through compressed, rapidly shifting microgames, making it useful for analyzing game design principles.

In legacy coverage, Polygon wrote that the microgame approach of the original WarioWare was rarely imitated outside its own sequel line and has remained a reference point for later projects that explicitly emulate the format. More broadly, The Guardian has referred to WarioWare as a “popular” series in reporting on Nintendo announcements of new entries, reflecting its continued visibility within Nintendo’s catalog.

References

  1. 1 2 Bailey, Dustin (June 21, 2023). "Hell yes, another WarioWare game is on the way". GamesRadar+. Retrieved September 30, 2024.
  2. ↑ Sakamoto, Yoshio; Nakada, Ryuichi; Takeuchi, Ko; Abe, Goro; Sugioka, Taku; Mori, Naoko (April 7, 2006). "Nintendo R&D1 Interview" (Interview). Kikizo. Archived from the original on April 11, 2006. Retrieved January 20, 2018.
  3. ↑ Reddick, Stuart (14 June 2006). "Review: WarioWare Touched! (DS)". Nintendo Life. Archived from the original on 2017-07-21. Retrieved 20 March 2018.
  4. ↑ Kosmina, Ben (16 February 2005). "Upcoming Release Schedule for Australia". Nintendo World Report. Archived from the original on 2017-09-05. Retrieved 18 May 2018.
  5. ↑ "WarioWare Myself Japanese Overview Trailer". GameTrailers.com. April 15, 2009. Archived from the original on April 17, 2009. Retrieved 2009-04-15.
  6. ↑ "Supplementary Information" (PDF). Financial Results Briefing for the Six-Month Period Ended September 2009. Nintendo. October 30, 2009. p. 8. Archived (PDF) from the original on June 5, 2011. Retrieved October 30, 2009.
  7. ↑ "News: WarioWare: Do It Yourself – April 30th". February 25, 2010. Archived from the original on October 7, 2011. Retrieved February 25, 2010.
  8. ↑ "Nintendo Australia confirms WarioWare D.I.Y for Thursday". Aussie-Nintendo.com. May 17, 2010. Retrieved 2010-05-18.
  9. ↑ Thomas, Lucas M. (December 5, 2012). "New Details Revealed for Wii U's Game & Wario". IGN. Retrieved December 16, 2025.
  10. ↑ Gera, Emily (December 5, 2021). "Game & Wario explores fruit thieves and in-game gaming on Wii U". Polygon. Retrieved December 16, 2025.
  11. ↑ McFerren, Damien (8 March 2018). "WarioWare Gold Is Bringing Minigame Madness To 3DS This August". Nintendo Life. Archived from the original on 9 March 2018. Retrieved 8 March 2018.
  12. ↑ Fahey, Mike (June 15, 2021). "WarioWare Finally Returns With Get It Together". Kotaku. Retrieved December 16, 2025.
  13. ↑ Chaim Gingold (2005). "What WarioWare can teach us about Game Design". Game Studies. 5 (1). Archived from the original on 2012-07-29. Retrieved 2012-09-04.
  14. ↑ Mark J. Nelson and Michael Mateas (2007). "Towards Automated Game Design" (PDF). AI*IA 2007: Artificial Intelligence and Human-Oriented Computing. Lecture Notes in Computer Science 4733. Vol. 4733. Springer. pp. 626–637. doi:10.1007/978-3-540-74782-6_54. ISBN 978-3-540-74781-9. Archived from the original (PDF) on June 18, 2015.
  15. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 "『メイド イン ワリオ ゴージャス』のキャラクターPVがぞくぞくと公開中。ワリオ社長がみずから宣伝!極秘情報もポロリ?". Nintendo. 2018-12-21. Archived from the original on 2021-03-22. Retrieved 2023-10-19.
  16. ↑ "Miiverse - Nintendo". miiverse.nintendo.net. Archived from the original on 16 January 2014. Retrieved 1 April 2018.
  17. ↑ "Super Smash Bros. Ultimate Direct 8.8.2018". Archived from the original on 2018-08-09. Retrieved 2018-08-09 – via www.youtube.com.
  18. ↑ Stuart, Keith (2010-04-28). "WarioWare D.I.Y". The Guardian. Retrieved 2025-12-24.
  19. 1 2 Schilling, Chris (2010-05-02). "WarioWare DIY". The Guardian. Retrieved 2025-12-24.
  20. 1 2 Cowan, Danny (2007-01-17). "Critical Reception: Nintendo's WarioWare: Smooth Moves". Game Developer. Retrieved 2025-12-24.
  21. 1 2 Gingold, Chaim (October 2005). "What WarioWare can teach us about Game Design". Game Studies. 5 (1). Retrieved 2025-12-24.
  22. ↑ "Mindwave builds thrillingly on a Nintendo masterpiece". Polygon. 2025-02-27. Retrieved 2025-12-24.
  23. ↑ Stuart, Keith (2023-06-22). "Super Mario leaps back to 2D as Nintendo goes retro". The Guardian. Retrieved 2025-12-24.